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Ragnarok Online => General Discussion => GameMaster Talk => Topic started by: asdfqwerty123 on Feb 26, 2008, 11:03 PM

Title: Bots, Client Crashing
Post by: asdfqwerty123 on Feb 26, 2008, 11:03 PM
Something interesting posted on the botting forums, quite a nice little practice for bot hunting if you know how to do it.

QuoteCLIENT CRASH

WHAT DOES GM DO
GM crashes his client "... hide, disguising as a monster, then unhide, then moving."

EFFECT
All clients nearby crash (except yours). Doesn't have any effect on (botting software name removed)!

CRITICALITY
Instant detection

COMMONNESS
Relatively rare

AVOIDABLE BY
N/A

Also:
QuoteTELEPORT AROUND

WHAT DOES GM DO
Sometimes the GM just warp your OK-Bot to another map.

EFFECT
If your bot just tries to find it's way back to the lockMap without reacting on that teleport they know it's a bot.

CRITICALITY
Middle-High. As long as they don't warp you into jail...it's hard to avoid.

COMMONNESS
Rare

AVOIDABLE BY
As I just said. If they warp you into jail you can get a nice "Sound Alert" and react by yourself. But if they warp your bot for example from OD to...Lighthalzen you bot simply tries to get back. It's relatively hard to react on that by macro because Lighthalzen (for example) is a map that your bot might pass without any GM's "help".
Title: Re: Bots, Client Crashing
Post by: Aris on Feb 26, 2008, 11:19 PM
Trying to error the player is nice since bots don't error <3 but it can be annoying for a normal player. Warping to another map I do always. Nuking then raise is nice also.
Title: Re: Bots, Client Crashing
Post by: Zone on Feb 27, 2008, 01:40 PM
I think the erroring is a good idea.
Title: Re: Bots, Client Crashing
Post by: Aris on Feb 27, 2008, 04:04 PM
I know for a fact that disguising in hide then coming out of hide wont error people 100% of the time... just make a GM only hat that is only in a special GRF folder that only GMs can get. Put it on and see if they error.
Title: Re: Bots, Client Crashing
Post by: Zone on Feb 27, 2008, 05:40 PM
Quote from: Aris on Feb 27, 2008, 04:04 PM
I know for a fact that disguising in hide then coming out of hide wont error people 100% of the time... just make a GM only hat that is only in a special GRF folder that only GMs can get. Put it on and see if they error.
Hmm, that would work too.
Title: Re: Bots, Client Crashing
Post by: Guest on Feb 27, 2008, 09:31 PM
lol i guess it'd work but some players might complain cause of how annoying the dc's would be
Title: Re: Bots, Client Crashing
Post by: Zone on Feb 27, 2008, 11:44 PM
Well, I tried the mob thing, it didn't work.
@hide
@disguise 1002
@hide
and no sprite showed at all.
@hide
@hide
still nothing
@undisguise
regular sprite
Title: Re: Bots, Client Crashing
Post by: Pow on Feb 28, 2008, 03:38 AM
Interesting, you're saying bots don't error at all?
Title: Re: Bots, Client Crashing
Post by: Aris on Feb 28, 2008, 07:58 AM
No they don't.

@Zone: It's the @hide bug. Sprite doesn't show up sometimes if you unhide infront of them.
Title: Re: Bots, Client Crashing
Post by: Zone on Feb 28, 2008, 11:04 AM
Quote from: Aris on Feb 28, 2008, 07:58 AM
No they don't.

@Zone: It's the @hide bug. Sprite doesn't show up sometimes if you unhide infront of them.
Hmm, I see... I will test that.
Title: Re: Bots, Client Crashing
Post by: yC on Feb 28, 2008, 03:08 PM
even i can counter the teleport one when i used to bot.  I had a macro that stops all bot management and give me a sound alert when the bot got ... teleported / a hiden gm around and other options i created  ;D

of course someone has to be there after the sound alert lol.
Title: Re: Bots, Client Crashing
Post by: Aris on Feb 28, 2008, 03:15 PM
Ya I know about all that but didn't a recent eA update make it so it sends alerts to the GM if someone is trying to get their hidden packets? It works on LRO and it's useful against those that use that hidden GM packets macro.
Title: Re: Bots, Client Crashing
Post by: asdfqwerty123 on Feb 29, 2008, 11:02 PM
Quote from: Pow on Feb 28, 2008, 03:38 AM
Interesting, you're saying bots don't error at all?

For this, bots don't error because it simply doesn't have to display any sprites so it makes no difference whether a client-side display file for an item exists or not.  It is entirely possible to using botting software with absolutely no other RO related client-side files.
Title: Re: Bots, Client Crashing
Post by: Aris on Mar 01, 2008, 10:48 AM
I've always had the question. Since they don't error cause they use no sprites. Does xKore2 error? I mean you got a RO client open x.x. Something I've always wondered and never bothered to test.
Title: Re: Bots, Client Crashing
Post by: Mewi on Mar 02, 2008, 10:46 AM
This person does not seem to know much about how GMs catch bots, those are pretty nooby ways of bot hunting in my opinion and I have never resorted to it.  ( I am referring to the teleporting bot to another map ) There are so many better ways to catching a botter.

As for crashing players to run bot checks, its completely unnecessary and it is abusive to the legit players.  Like I said, there is way better ways to hunt bots.

And lastly @hide,  if you are experiencing no sprite when unhiding, the simple thing to do is type @goto player, this should get your sprite visible.
Title: Re: Bots, Client Crashing
Post by: MrrgleCaek on Mar 02, 2008, 01:08 PM
Doesn't the client request a time out from the server if the error is just left there regardless if the player is there or not? o_O
And....is OpenKore or w.e able to run a bot without the user having the client open or what?
Could always try warping the bot to a map that would error anyone else but you.
Title: Re: Bots, Client Crashing
Post by: Aris on Mar 02, 2008, 04:20 PM
Normal Kore doesn't need the client open so it wont error. Warping to a map so they error isn't as good as putting on a hat that will error them because then if they do error you will have to warp them out. Yeah you can make it so it warps you to your save point if you relog on that map but then they would have to walk all the way back.

xKore2 does open the client tho... which is why I'm wondering if that kind of test would error it because it does use the client...

Not sure if this is allowed to be posted here but if it isn't then remove this image please.

http://img111.imageshack.us/img111/7295/lolbotze5.jpg
Title: Re: Bots, Client Crashing
Post by: asdfqwerty123 on Mar 07, 2008, 11:57 AM
Quote from: Mewi on Mar 02, 2008, 10:46 AM
This person does not seem to know much about how GMs catch bots, those are pretty nooby ways of bot hunting in my opinion and I have never resorted to it.  ( I am referring to the teleporting bot to another map ) There are so many better ways to catching a botter.

As for crashing players to run bot checks, its completely unnecessary and it is abusive to the legit players.  Like I said, there is way better ways to hunt bots.

And lastly @hide,  if you are experiencing no sprite when unhiding, the simple thing to do is type @goto player, this should get your sprite visible.

That's not at all the use I meant.  This is more like a last resort for immediate confirmation if you're almost sure it's a bot, yet they continue to switch to manual to act human when alerted. And the GM headgear thing would work better, but that's something that requires a little more customization than just @hide and @disguise and @unhide then walk 1 step.  My current bot check pretty well stops 95%+ of the players attempting to bot, but there are others who have customized settings for sound alerts, visual client displays, and the ability to switch between auto and manual.  Rarely used techniques means botters are less prepared for them so it's a good thing to keep in mind if you want to try quickly crash testing a botter before they can switch to manual and attempt to act human (obviously not something you're going to use for every bot check).



Title: Re: Bots, Client Crashing
Post by: Mewi on Mar 08, 2008, 03:44 PM
@unhide is not a valid command :P
Title: Re: Bots, Client Crashing
Post by: Aris on Mar 09, 2008, 11:23 AM
Quote from: Zairik on Mar 07, 2008, 11:57 AM
Quote from: Mewi on Mar 02, 2008, 10:46 AM
This person does not seem to know much about how GMs catch bots, those are pretty nooby ways of bot hunting in my opinion and I have never resorted to it.  ( I am referring to the teleporting bot to another map ) There are so many better ways to catching a botter.

As for crashing players to run bot checks, its completely unnecessary and it is abusive to the legit players.  Like I said, there is way better ways to hunt bots.

And lastly @hide,  if you are experiencing no sprite when unhiding, the simple thing to do is type @goto player, this should get your sprite visible.

That's not at all the use I meant.  This is more like a last resort for immediate confirmation if you're almost sure it's a bot, yet they continue to switch to manual to act human when alerted. And the GM headgear thing would work better, but that's something that requires a little more customization than just @hide and @disguise and @unhide then walk 1 step.  My current bot check pretty well stops 95%+ of the players attempting to bot, but there are others who have customized settings for sound alerts, visual client displays, and the ability to switch between auto and manual.  Rarely used techniques means botters are less prepared for them so it's a good thing to keep in mind if you want to try quickly crash testing a botter before they can switch to manual and attempt to act human (obviously not something you're going to use for every bot check).




yar no need for @hide for that headgear. either way yeah there are tons of ways to find bots and get around their detections.
Title: Re: Bots, Client Crashing
Post by: Zone on Mar 09, 2008, 11:41 AM
Lol, I was watching a bot for a good while.
Sineas recalled her every 5 seconds infront of the map she was in, prt_maze01, and she didn't say a word.
That's a sure sign ;D
Then I warped her to a map people error on, no error, it didn't move and not a word was said.
The killer is that when I rightclick and killed her off the server, it connected faster than my client can even load and I can log in.
Less than 3~5 seconds. And still, not a word said.
Title: Re: Bots, Client Crashing
Post by: Aris on Mar 09, 2008, 09:57 PM
Never tried @kick ing them lol.
Title: Re: Bots, Client Crashing
Post by: asdfqwerty123 on Mar 10, 2008, 01:42 PM
Quote from: Aris on Mar 09, 2008, 09:57 PM
Never tried @kick ing them lol.

It's not effective.
If I'm not mistaken, by default there is a 30 second delay before they auto-reconnect.
Most of what Zone said in the last post was more than enough to trigger a bot to auto-disconnect.
You'll let the bot get away without being caught if they try those techniques.
Title: Re: Bots, Client Crashing
Post by: Aris on Mar 10, 2008, 04:39 PM
Yar I used to do those things Zone said along with @option. I mean if they don't notice that they cant move then... >_>
Title: Re: Bots, Client Crashing
Post by: Zone on Mar 10, 2008, 10:21 PM
The <aid> right click, but like Zairik said, it was an auto reconnect bot, which was stupid of the person in the first place.
The only reason I kicked them was to enforce a ban on the account, contemplating IP.
Title: Re: Bots, Client Crashing
Post by: MilkyChan on Mar 20, 2008, 11:50 AM
generaly i #option 3 0 0
then make them do random tasks like
"whats my name?"
"what my name in reverce"
"your name?"
"six plus five?"

bots usualy ignore you as they try to warp away or walk

also a nice hint for player moral
#killable <bot name>
@kami <botname> in <where it is> is a bot and now pkable for all~ happy hunting!
then after it got killed like 50 times i ban it
Title: Re: Bots, Client Crashing
Post by: asdfqwerty123 on Jul 22, 2008, 11:47 AM
I use to do something similar before I scripted a bot script that actually worked.

I would jail a bot, tell everyone to come to @go 16 where they could see and hit be killed and shout things at it.

Then I would spawn a bunch of monsters inside the jail cell where the bot was.

He would die over and over to a mob of powerful monsters.

Then I would ban and broadcast it to everyone on the server.

I don't even see bots anymore though with my current script, it's very very rare.

I use a variation of this with a bot check room (for manual bot checking) I haven't released to the public:
http://www.eathena.ws/board/index.php?s=fce2a17409e54941fc0fcc66fe277397&showtopic=157141&st=75&p=1046529&#entry1046529
Title: Re: Bots, Client Crashing
Post by: Pandora on Jul 22, 2008, 02:52 PM
I took a look at your bot check script. Only one question, what about bots with graphic interface? Wouldn't they easily bypass this login script?
Title: Re: Bots, Client Crashing
Post by: asdfqwerty123 on Jul 22, 2008, 05:22 PM
Quote from: Pandora on Jul 22, 2008, 02:52 PM
I took a look at your bot check script. Only one question, what about bots with graphic interface? Wouldn't they easily bypass this login script?
It's not the norm, considering it is something you have to purchase.
And anyway people want fully automatic bots, which was the whole point of botting for most people.
Like I said, it's very rare.
I also added some monsters specifically to kill bots, "Death" or "Viscount" or "Demon" (ect, abnormally high level monsters or strong/annoying monsters relative to the area), on maps you can't warp to directly.
If one touches you, it's going to eat away your health seriously fast, but the monster is slow so legit players can actually get away even after touching it.
Title: Re: Bots, Client Crashing
Post by: Zone on Jul 22, 2008, 07:46 PM
Quote from: Zairik on Jul 22, 2008, 05:22 PM
Quote from: Pandora on Jul 22, 2008, 02:52 PM
I took a look at your bot check script. Only one question, what about bots with graphic interface? Wouldn't they easily bypass this login script?
It's not the norm, considering it is something you have to purchase.
And anyway people want fully automatic bots, which was the whole point of botting for most people.
Like I said, it's very rare.
I also added some monsters specifically to kill bots, "Death" or "Viscount" or "Demon" (ect, abnormally high level monsters or strong/annoying monsters relative to the area), on maps you can't warp to directly.
If one touches you, it's going to eat away your health seriously fast, but the monster is slow so legit players can actually get away even after touching it.
Haha, I used to kill them in the gold map, but heck yeah, that was an awesome idea, what was even funnier was when Dewfist disguised himself as a gold mob, and would walk around the bots and watch them chase him.
Title: Re: Bots, Client Crashing
Post by: Pandora on Jul 23, 2008, 08:20 AM
Quote from: Zairik on Jul 22, 2008, 05:22 PM
Quote from: Pandora on Jul 22, 2008, 02:52 PM
I took a look at your bot check script. Only one question, what about bots with graphic interface? Wouldn't they easily bypass this login script?
It's not the norm, considering it is something you have to purchase.
And anyway people want fully automatic bots, which was the whole point of botting for most people.
Like I said, it's very rare.
I also added some monsters specifically to kill bots, "Death" or "Viscount" or "Demon" (ect, abnormally high level monsters or strong/annoying monsters relative to the area), on maps you can't warp to directly.
If one touches you, it's going to eat away your health seriously fast, but the monster is slow so legit players can actually get away even after touching it.
I see, thanks for the info ^_^
Title: Re: Bots, Client Crashing
Post by: Aris on Jul 23, 2008, 09:55 PM
Quote from: Zairik on Jul 22, 2008, 05:22 PM
Quote from: Pandora on Jul 22, 2008, 02:52 PM
I took a look at your bot check script. Only one question, what about bots with graphic interface? Wouldn't they easily bypass this login script?
It's not the norm, considering it is something you have to purchase.
uh xkore?
Title: Re: Bots, Client Crashing
Post by: asdfqwerty123 on Jul 24, 2008, 09:30 PM
Quote from: Aris on Jul 23, 2008, 09:55 PM
Quote from: Zairik on Jul 22, 2008, 05:22 PM
Quote from: Pandora on Jul 22, 2008, 02:52 PM
I took a look at your bot check script. Only one question, what about bots with graphic interface? Wouldn't they easily bypass this login script?
It's not the norm, considering it is something you have to purchase.
uh xkore?
I do manual checks where I warp people to a Bot Check room, and watch how they react.
The whole point of a bot though is for it to do everything automatically, but if you can get warped then it's easy to get noticed.
Title: Re: Bots, Client Crashing
Post by: Reejuicy on Jul 30, 2008, 10:29 AM
@disguise [monster] (A monster in that specific map)

And go @killable. If the guy doesn't stop, most likely he's a bot. Confirm it by @jail-ing. Then put a pub up saying "Enter if you're not a bot" or something. If he didn't go in, @ban. But if he went in and act liked a robot, then you decide =P.
Title: Re: Bots, Client Crashing
Post by: asdfqwerty123 on Aug 07, 2008, 05:23 PM
That doesn't really work well on a SHR, they kill you and fast.
Title: Re: Bots, Client Crashing
Post by: Reejuicy on Aug 08, 2008, 12:02 PM
Even if you get all the def that you can? Like, of course a GM > Player still, they can't kill you that... fast enough for you to die so quickly D: Add spamming @heal. But oh well ~_~ I've never really been into a SHR
Title: Re: Bots, Client Crashing
Post by: ~~T~~ on Aug 08, 2008, 12:14 PM
Good times.
Title: Re: Bots, Client Crashing
Post by: Guest on Aug 12, 2008, 06:15 PM
sigh bots are winning the war so to speak XD

more advanced bots, but hardly any advances in ways of catching them